Crafting

 

Trade Skills

Crafting in AC is definitely a side-job, preferably one left to trade mules only.  The problem is that each trade skill takes skill credits, and most people don't have extra credits to be tossing around.  It's pretty much unavoidable that you relegate your crafting duties onto a secondary character, ideally one that has an active vassal underneath them as an experience source.

There are quite a few different trade skills available, some more valuable than others.  Alchemy is used to create potions, one-time use items that restore health or mana, and oils, which can be added to other crafted items.  Cooking is used to make foods, both mundane and magical, and to dye armor.  Fletching produces ammunition for bows, crossbows, and atlatls and uses alchemical oils to imbue ammunition with elemental power.  Lockpicking is used to open locked chests and doors, as well as to carve various trophies into useable items.  There are a number of alternative uses for each trade skill too, some more useful than others.

Of the 4 skills, many characters choose to take Lockpicking to press deeper into dungeons filled with locked doors.  There are also valuable keys that many monsters drop which can only be used if they have been carved by a lockpicker.  Fletching is a huge time-saver for any archer.  Instead of relying on another person to produce ammunition, a Fletcher can carry a massive amount of arrowheads and shafts and make ammunition on the fly.  The components used to make a set of arrows weighs a mere fraction of the finished product, so archers can save a lot of unnecessary burden, since they are usually overburdened as it is.

Tinkering

Tinkering is a newer crafting skill that replaced the old 'assess item' skills.  There are four types of tinkering:  item tinkering, magic item tinkering, weapon tinkering, and armor tinkering.  Item tinkering affects the more mundane properties of any item, such as value or burden, or can be used to change the activation requirements of an item, such as changing missile requirements to melee or removing a rank requirement.  Wield Requirements cannot be changed.  Magic Item Tinkering can increase the mana conversion and elemental damage percentage on orbs.  Weapon Tinkering can change the damage, speed, or attack/defense bonuses of an item.  Armor Tinkering can change the armor rating and the individual damage resistances of a piece of armor.  Each item may be tinkered up to 10 times total, with each successive tinker attempt being harder than the previous one.  The workmanship of an item also affects the difficulty of the job, with low quality items being far easier to tinker than high workmanship.  Items with a workmanship of 5 or less have a reasonable chance of being tinkered out the maximum 10 times.

In addition to the regular tinkering options, weapons, armor, and magical orbs can be imbued with magical effects.  The imbuing process is drastically different from any other skill check in the game.  The skill check is made the same way as any other check, but then the success rate is divided by three, so even with very high skill, the highest outcome percentage possible is 1 in 3.  That means you will undoubtedly go through a lot of items and salvage bags.  There are 4 basic imbues.  Magic Item Tinkering can be used to add a minor cantrip to an item or can attempt to add a damage effect to a weapon or orb.  These three are Armor Rending, which ignores a percentage of the target's armor and cannot be added to orbs, Critical Strike, which increases the rate at which a player lands criticals, and Crippling Blow, which increases the critical strike multiplier.  These effects depend on base skill with the weapon (or war magic for orbs).  Armor Imbues add a +1 to either melee, missile, or magic defense.  Weapon Tinkering can add a Resistance Rending effect.  A weapon or orb with rending ability acts as if the target has a vulnerability spell on it, up to a potency comparable with a sixth circle spell, again based on level.  There is an imbue for each damage type.  These newest imbues are especially powerful, as they amplify damage by over 100% without the need to cast spells!

Before you can tinker, you'll need the raw materials.  Each tinker requires different materials, which have to be collected from old items.  For instance, if you want to increase the AL of a piece of armor, you'll need to gather steel.  Old items can be broken down into their components using a special item called an Ust.  Drag the items you wish to salvage into the Ust's dialog box and press salvage.  The item will be destroyed and you will receive some material.  The quantity and quality will depend on the item you salvaged.  The higher the quality, the easier the tinkering job will be.  You will need a full bag - 100 units - of a material before you can tinker with it.

Additionally, there are two other tinkering jobs that don't fall into the four skills because you can never fail in the tinkering attempt.  Using salvaged Ivory removes the 'attuned' status from an item so you can get rid of it.  In exchange, the item gains a wield requirement so that only the original user can wield it.  Leather gives an item 'Retained' status, which means you cannot accidentally sell or salvage an item.  Ivory is great for use on no-drop quest items you don't want in your pack all the time and Leather prevents you from losing your prized weapons.

Below is a table of salvage materials and their uses.  Not everything is that useful and I've also listed the usefulness of the tinkering.

Material Use Skill Value
Agate Minor Focus Imbue Magic Item Mid
Alabaster Piercing Protection Armor Low
Aquamarine Cold Rending Imbue Weapon High
Armoredillo Hide Acid Protection Armor Low
Azurite Wizard's Intellect Imbue Magic Item Mid
Black Garnet Pierce Rending Imbue Weapon High
Black Opal Critical Strike Imbue Magic Item High
Bloodstone Minor Endurance Imbue Magic Item Mid
Brass 1% Melee Defense Bonus Weapon Low
Bronze Slashing Protection Armor Low
Carnelian Minor Strength Imbue Magic Item Mid
Ceramic Fire Protection Armor Mid
Citrine Minor Stamina Gain Imbue Magic Item Mid
Copper Missile Requirement to Melee Item Low
Ebony Change Race to Ghuru'ndim Item Low
Emerald Acid Rending Imbue Weapon High
Fire Opal Crippling Blow Imbue Magic Item Mid
Gold Increase Value Item Low
Granite Decrease Variance Weapon High
Green Garnet Increase Wand Damage Bonus Magic Item High
Hematite Warrior's Vitality Imbue Magic Item Mid
Imperial Topaz Slash Rending Imbue Weapon High
Iron Increase Weapon Damage Weapon High
Ivory Remove Attuned Status N/A Low
Jet Lightning Rending Status Weapon High
Lapis Lazuli Minor Self Imbue Magic Item Mid
Lavender Jade Minor Mana Gain Imbue Magic Item Mid
Leather Adds 'Retained' Status N/A Low
Linen Reduces Burden Item Low
Mahogany Increases Damage Modifier Weapon High
Malachite Warrior's Vigor Imbue Magic Item Mid
Marble Bludgeoning Protection Armor High
Moonstone Increases item's maximum mana Item Low
Oak Decrease Weapon Speed Weapon Low
Opal Increase Mana Conversion % Magic Item Mid
Peridot Melee Defense Imbue Armor Mid
Pine Decrease Item Value Item Low
Porcelain Change Race to Sho Item High
Red Garnet Fire Rending Imbue Weapon High
Red Jade Minor Health Gain Imbue Magic Item Mid
Reedshark Hide Lightning Protection Armor Low
Rose Quartz Minor Quickness Imbue Magic Item Mid
Satin Change Race to Viamontian Item Low
Silk Remove Rank Requirement Item Low
Silver Melee Requirement to Missile Item Low
Smokey Quartz Minor Coordination Imbue Magic Item Mid
Steel Increase AL Armor High
Sunstone Armor Rending Imbue Magic Item High
Teak Change Race to Aluvian Item Low
Velvet 1% Attack Bonus Weapon Mid
White Sapphire Bludgeoning Rending Imbue Weapon High
Wool Cold Protection Armor Low
Yellow Topaz Missile Defense Imbue Armor Low
Zircon Magic Defense Imbue Armor Mid